Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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using System;
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2021-04-02 23:47:37 +00:00
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using static PKHeX.Core.GameVersion;
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2018-03-30 08:02:22 +00:00
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2022-06-18 18:04:24 +00:00
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namespace PKHeX.Core;
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public static class GameData
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2018-03-30 08:02:22 +00:00
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{
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2022-06-18 18:04:24 +00:00
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public static Learnset[] GetLearnsets(GameVersion game) => Learnsets(game);
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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public static IPersonalTable GetPersonal(GameVersion game) => Personal(game);
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2022-06-18 18:04:24 +00:00
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public static Learnset GetLearnset(GameVersion game, int species, int form)
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2018-03-30 08:02:22 +00:00
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{
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2022-06-18 18:04:24 +00:00
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var pt = Personal(game);
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var index = pt.GetFormIndex(species, form);
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var sets = Learnsets(game);
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return sets[index];
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2018-03-30 08:02:22 +00:00
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}
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2022-06-18 18:04:24 +00:00
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private static Learnset[] Learnsets(GameVersion game) => game switch
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{
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RD or GN or BU or RB => Legal.LevelUpRB,
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YW or RBY => Legal.LevelUpY,
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GD or SI or GS => Legal.LevelUpGS,
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C or GSC => Legal.LevelUpC,
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R or S or RS or RSE => Legal.LevelUpRS,
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E or COLO or XD or FRLG or CXD => Legal.LevelUpE,
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FR => Legal.LevelUpFR,
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LG => Legal.LevelUpLG,
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D or P or DP => Legal.LevelUpDP,
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Pt or DPPt => Legal.LevelUpPt,
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HG or SS or HGSS => Legal.LevelUpHGSS,
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B or W or BW => Legal.LevelUpBW,
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B2 or W2 or B2W2 => Legal.LevelUpB2W2,
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X or Y or XY => Legal.LevelUpXY,
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AS or OR or ORAS => Legal.LevelUpAO,
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SN or MN or SM => Legal.LevelUpSM,
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US or UM or USUM => Legal.LevelUpUSUM,
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GO or GP or GE or GG => Legal.LevelUpGG,
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SW or SH or SWSH => Legal.LevelUpSWSH,
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BD or SP or BDSP => Legal.LevelUpBDSP,
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PLA => Legal.LevelUpLA,
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Gen1 => Legal.LevelUpY,
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Gen2 => Legal.LevelUpC,
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Gen3 => Legal.LevelUpE,
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Gen4 => Legal.LevelUpHGSS,
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Gen5 => Legal.LevelUpB2W2,
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Gen6 => Legal.LevelUpAO,
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Gen7 => Legal.LevelUpSM,
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Gen7b => Legal.LevelUpGG,
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Gen8 => Legal.LevelUpSWSH,
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Stadium => Legal.LevelUpY,
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Stadium2 => Legal.LevelUpGS,
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_ => throw new ArgumentOutOfRangeException(nameof(game), $"{game} is not a valid entry in the expression."),
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};
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Refactoring: Move Source (Legality) (#3560)
Rewrites a good amount of legality APIs pertaining to:
* Legal moves that can be learned
* Evolution chains & cross-generation paths
* Memory validation with forgotten moves
In generation 8, there are 3 separate contexts an entity can exist in: SW/SH, BD/SP, and LA. Not every entity can cross between them, and not every entity from generation 7 can exist in generation 8 (Gogoat, etc). By creating class models representing the restrictions to cross each boundary, we are able to better track and validate data.
The old implementation of validating moves was greedy: it would iterate for all generations and evolutions, and build a full list of every move that can be learned, storing it on the heap. Now, we check one game group at a time to see if the entity can learn a move that hasn't yet been validated. End result is an algorithm that requires 0 allocation, and a smaller/quicker search space.
The old implementation of storing move parses was inefficient; for each move that was parsed, a new object is created and adjusted depending on the parse. Now, move parse results are `struct` and store the move parse contiguously in memory. End result is faster parsing and 0 memory allocation.
* `PersonalTable` objects have been improved with new API methods to check if a species+form can exist in the game.
* `IEncounterTemplate` objects have been improved to indicate the `EntityContext` they originate in (similar to `Generation`).
* Some APIs have been extended to accept `Span<T>` instead of Array/IEnumerable
2022-08-03 23:15:27 +00:00
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private static IPersonalTable Personal(GameVersion game) => game switch
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2022-06-18 18:04:24 +00:00
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{
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RD or GN or BU or RB => PersonalTable.RB,
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YW or RBY => PersonalTable.Y,
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GD or SI or GS => PersonalTable.GS,
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C or GSC => PersonalTable.C,
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R or S or RS or RSE => PersonalTable.RS,
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E or COLO or XD or FRLG or CXD => PersonalTable.E,
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FR => PersonalTable.FR,
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LG => PersonalTable.LG,
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D or P or DP => PersonalTable.DP,
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Pt or DPPt => PersonalTable.Pt,
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HG or SS or HGSS => PersonalTable.HGSS,
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B or W or BW => PersonalTable.BW,
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B2 or W2 or B2W2 => PersonalTable.B2W2,
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X or Y or XY => PersonalTable.XY,
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AS or OR or ORAS => PersonalTable.AO,
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SN or MN or SM => PersonalTable.SM,
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US or UM or USUM => PersonalTable.USUM,
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GO or GP or GE or GG => PersonalTable.GG,
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SW or SH or SWSH => PersonalTable.SWSH,
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BD or SP or BDSP => PersonalTable.BDSP,
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PLA => PersonalTable.LA,
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Gen1 => PersonalTable.Y,
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Gen2 => PersonalTable.C,
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Gen3 => PersonalTable.E,
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Gen4 => PersonalTable.HGSS,
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Gen5 => PersonalTable.B2W2,
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Gen6 => PersonalTable.AO,
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Gen7 => PersonalTable.USUM,
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Gen7b => PersonalTable.GG,
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Gen8 => PersonalTable.SWSH,
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Stadium => PersonalTable.Y,
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Stadium2 => PersonalTable.GS,
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_ => throw new ArgumentOutOfRangeException(nameof(game), $"{game} is not a valid entry in the expression."),
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};
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2018-03-30 08:02:22 +00:00
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}
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